Search

Your search keyword '"GAMIFICATION"' showing total 37 results

Search Constraints

Start Over You searched for: Descriptor "GAMIFICATION" Remove constraint Descriptor: "GAMIFICATION" Language english Remove constraint Language: english Journal sustainability Remove constraint Journal: sustainability
37 results on '"GAMIFICATION"'

Search Results

1. The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App

2. Happy and Engaged Workforce in Industry 4.0: A New Concept of Digital Tool for HR Based on Theoretical and Practical Trends

3. Towards a Taxonomy for Design Options of Social Networking Technologies in Sustainable Business Models

4. Exploring Interest Formation in English Learning through XploreRAFE+: A Gamified AR Mobile App

5. Competition in a Household Energy Conservation Game

6. Geospatial Data Analysis and Economic Evaluation of Companies for Sustainable Business Development—An Interdisciplinary Teaching Approach

7. Using ClassCraft to Improve Primary School Students’ Knowledge and Interest in Sustainable Mobility

8. The Effects of Gamified Flipped Learning Method on Student’s Innovation Skills, Self-Efficacy towards Virtual Physics Lab Course and Perceptions

9. The Critical Factors of Student Performance in MOOCs for Sustainable Education: A Case of Chinese Universities

10. Gamified Wearable Fitness Tracker for Physical Activity: A Comprehensive Literature Review

11. Lessons Learned from Development of a Mobile App for Cardiovascular Health Awareness

12. Does Gamifying Homework Influence Performance and Perceived Gameful Experience?

13. Is Sustainable Online Learning Possible with Gamification?—The Effect of Gamified Online Learning on Student Learning

14. Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review

15. Towards Digital Sustainability: Profiles of Millennial Reviewers, Reputation Scores and Intrinsic Motivation Matter

16. Kahoot! as a Tool to Improve Student Academic Performance in Business Management Subjects

17. Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers

18. Could Gamification Be a Protective Factor Regarding Early School Leaving? A Life Story

19. Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education

20. An Online-Based Edu-Escape Room: A Comparison Study of a Multidimensional Domain of PSTs with Flipped Sustainability-STEM Contents

21. Urban Sustainability and Natural Hazards Management; Designs Using Simulations

22. Gamification for Classroom Management: An Implementation Using ClassDojo

23. Enhancing the Smart Tourism Experience for People with Visual Impairments by Gamified Application Approach through Needs Analysis in Hong Kong

24. Gamification approaches for education and engagement on pro-environmental behaviors: searching for best practices

25. Gamification Approaches for Education and Engagement on Pro-Environmental Behaviors: Searching for Best Practices

26. Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications

27. Teaching and Fostering an Active Environmental Awareness Design, Validation and Planning for Action-Oriented Environmental Education

28. Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model

29. Food Waste Reduction: A Test of Three Consumer Awareness Interventions

30. Active and Emerging Methodologies for Ubiquitous Education: Potentials of Flipped Learning and Gamification

31. Scientainment for Sustainability: The Eco-Confessional as a New Approach for Life Cycle Thinking

32. Examining the Impact of a Gamified Entrepreneurship Education Framework in Higher Education

33. The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations

34. Gamification as An Approach to Promote Tourist Recycling Behavior

35. Beyond Limitations of Current Behaviour Change Apps for Sustainable Mobility: Insights from a User-Centered Design and Evaluation Process

36. Selecting Persuasive Strategies and Game Design Elements for Encouraging Energy Saving Behavior

37. Team Organization Method Using Salary Auction Game for Sustainable Motivation

Catalog

Books, media, physical & digital resources